Hi! In this short DevBlog we're showing off the backstage of Room 54 Level creation : )
Previously we talked about how we created the Core in Caapora, and how we defined our Game Pillars from it. In this Devlog for Caapora - Oath of the Forest...
In this article, we present the enemies that have been developed so far, as well as some concepts we have for future enemies.
My game development journey over the last year with my game Zombies in Space!
When creating a video game, Game Design will arguably be one, if not the most, important components. In Caapora - Oath of the Forest, the gameplay has...
In this article we present our employment of the 'Design Pillars' for The Sixth Sun, setting the game's intended experience and core ideas.
This devlog reviews the latest changes to the game as it is prepared for alpha testing!
Where Are You is a Walking Simulator, but I wanted to include a few of mechanics with a narrative relevance. How am I doing it?
This devlog focuses on the creation of the first boss the players will encounter during the game. Based on a previous enemy in the game, and some inspiration...
Ideas about designing a character and story. How I have designed a character based on Alanis Morissette song Mary Jane
What happens when you create a game in a genre known for platforming and precision…and set the whole thing underwater? You have to throw out a lot of...
Devlog #4 for Zombies in Space, a 2D, sci-fi, metrovania style shooter coming to Steam and Switch in 2022.
Detective gameplay (or "investigation gameplay") poses a number of unique challenges centered around two main problems: the struggle between story and...
Sponsored by Intel, Unity, Pixologic, FMOD, Integral Capital, and The McArthur Law Firm, this contest offers $150,000 in funding and over $20,000 in hardware...
Devlog #3 for Zombies in Space, a 2D, sci-fi, metrovania style shooter coming to Steam and Switch in 2022.
Devlog #2 for Zombies in Space, a 2d, sci-fi, metroidvania style shooter.
Dev-blog 1: The camera struggle, Genre-Gameplay implications dealing with game camera on Desert Pirates.
When designed correctly, walls can tell fascinating stories about the people who built them.They give us an idea of the technological advancements used...
Thinking you have to have the writing of your game all figured out the minute you start working on it is a mistake. Thinking ideas should just "come to...
When we started working on Gamedec, we knew that simulating the detective experience will be our top priority. We weren't, of course, the first developers...
Take a quick look at the character creation and how you can evolve the character during your Gamedec playthrough.
Last week the gameplay has been developed (Playmaker on Unity). But, now it's time to see the art moving. Here are some animations, characters, assets...
In this article I write about how I could make a game in just 2 and half weeks. Originally published on itch.io.
What has February been like for the Raji team? Let's find out with this progress report!
In which level four is fleshed out; the sunlight shader sees touch-ups; the player-character's death-animation is reworked; and "hidden" objects no longer...
The first 30 seconds of gameplay where you, the player, learn the rudiments of control, on many occasions, without being aware of it, explained in 5 minutes...
How to design enemies when your art budget is already depleted by reusing existing assets.
Join us as we look at how we use blockouts to design levels in our game!
When we design games we need to think about what people will go to play our game and design the game according to this question.
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